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Cart #24934 | 2016-07-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A game about fencing and castle, with trolls.

Press the letter keys to attack the trolls, and the arrows to dodge. Post your scores :)

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I don't know if this is possible or if I categorized it correctly.

Basically, I need to make a person move, but not be controlled by the player and not be an enemy. Is there a way to make a character move by itself in-game? I think I saw this once, but I could be wrong.

Also, is there an easier way to do text/speech than positioning each letter perfectly?

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Found out about PICO-8 just the other day. Did allot of assembly programming on the C64 in the old good days. Thought I would give this "Fantasy console" a try. Since i never written a line in LUA before I was thrilled over how easy it is to understand the basic idea about programming for this machine. Yesterday I spent abou 5 hours (1 hour on read thru the forums and the manual) and then the rest of the time to write a simple demo for PICO-8. It's a a convertion of a BASIC demo i wrote in 2010 for the C64.

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Cart #25149 | 2016-07-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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"A suspicious suicide. A chilling curse. A malevolent power. And a wicked dark secret. This is Derceto ...
Choose between Emily Hartwood and Edward Carnby to explore this virtual adventure game inspired by the work of H.P.Lovecraft."

Controls : Arrow keys to move, 'c' or 'v' to interact
Music can be turned off in the menu ('enter' key)

I wrote a (long) post-mortem of this project : here
This is a small "demake" of Alone in the Dark. You can explore and find your way out of the top two floor of the mansion. I tried to keep it close to the original, but there is no fight (if you see an enemy you will die) and the interaction system is simpler. The 3D meshes of the characters are ripped from the original game.

[ Continue Reading.. ]

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Cart #24938 | 2016-07-09 | Code ▽ | Embed ▽ | No License
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cursor keys : move
[Z] key : attack (fire a burster)
[X] key : create a link

1 Choose your faction (color) first.
2 Visit portals scattered in the field.
3 Then you will get bursters and keys (yellow symbols on portals).
4 Attack enemy color portals and make them your color.
5 Create links to portals whose keys you have.
6 Create triangles by links.
7 Area of triangles is called MU.
8 Make your MU larger than enemy's
9 After 7 days, if your MU is larger than 100MU+enemy's MU,
you will win the game.

Good luck.

Prizes
liberator : how many portals you changed their colors
connector : how many links you created
mind controller : how many triangles you created
Illuminator :how much MU you've aquired
explorer : how many portals you visited first
pioneer : how many portals you changed their colors first
hacker : how many times you got items from portals

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Apologies if this is a stupid question, but since Voxatron is envisioned as being a fantasy console, are there any plans for its carts to have size limitations in the same way Pico-8 has, or will anything pretty much be fair game?

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If the code editor is active and you press alt-right to switch to the sprite editor, the code editor will also move the cursor one character to the right.

If the code editor is active and you press alt-tab to switch away from or back to PICO-8, the code editor will interpret the keypress as a lone tab and insert a tab character every time it's pressed. In extreme cases, I've accidentally replaced all of my code with tab characters (though I'm not sure how I managed to do a select-all).

Pretty sure this wasn't the case with 0.1.6. On Linux, if it matters.

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Brand new to pico8, but looking forward to getting started with it.

I was working on a hello world example, but I'd like to create a new cartridge.
Is there a "New" shortcut or command, so I can start from scratch?

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Hi,

Does anyone know of a unit testing framework for PICO-8? If not I'll see if I can get a simple system up and running.

--Graham

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Cart #25778 | 2016-07-23 | Code ▽ | Embed ▽ | No License
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a playable but (currently) boring breakout clone

  • press z to launch a ball, and left and right to move the paddle in an effort to keep the ball in play as it breaks bricks
  • break 10 bricks without losing to CHARGE UP the METER
  • press Z with a full meter to launch a SECOND, THIRD, ETC... ball
  • there are only 4 levels and they repeat

still very much in progress... work on this is slow cuz my day job sucks all my energy out and i only really code on the weekends

old versions: cart 24831, 25020, 25448

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Cart #24819 | 2016-07-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Mother Turt has laid her clutch and left them to find their way to the sea! Avoid crabs and seabirds to escape.

Left/Right set turt's direction
Up/Down switch between selected turt
A/B Menu confirm

I drew the main turtle in photoshop. Thought I'd add the script I wrote to import it. Provide your png, cart, and sprite index and it does the rest:
https://github.com/Jigglebizz/pico8scripts

I'm not planning on working on this any more. I got what I wanted out of this project. If you'd like to work on it, the source is available on my github:
https://github.com/Jigglebizz/turt

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WIP upload test

Cart #24802 | 2016-07-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

You'll probably want to turn off the sound.

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I have a routine where I'm checking a pixel color at a certain x/y to determine whether or not to place a new sprite there. If it's black, it's open; if it's white, it's unavailable. I'm doing this in the _update() loop but I'm often getting cases where it'll place a sprite twice in the same place rather than just once.

After going through my code again and again, it struck me that having the pixel check in the update() might not be the best place. Wondering if doing pixel checks in the draw() are more reliable because there's cases where update() could be slower/faster than draw()...?

I chose to do pixel checking to avoid having to loop through an array checking x/y coordinates every time but it sounds like that may be more reliable?

Any thoughts/insight is appreciated.

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In my opinion, pico-8's musical notes don't go nearly low enough.

In addition, its UI assigns numerical values to notes' octaves which are off by 2. (A middle C in reality lies at the bottom of octave 4. In pico-8, its octave is labeled as 2)

Personally, I would love pico-8 to at least cover the range of a traditional 4-string bass guitar, down to e1. (in the 1.8 UI that note would be labeled as octave -1) Even better would be getting all the way to octave 0.

(also, I'm aware I can put a track in "slow" mode.)

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a=100
m1="-2"+0
m2=-2
print(m1) --- prints -2
print(a*m1) --- prints -199.998
print(a*m2) --- prints -200

While m1 prints as -2, a*m1 seems to be -199.998. Multiplying by m2, the exact same number but not parsed from string, doesn't have this problem and gives the correct answer: -200.

Maybe it's some sort of an off-by-one problem in the parsing that "-2"+0 implicitly does?

Anyway, would be great if this could be fixed for 0.1.9 :).

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Long time ago I had a project of the demake of a specific game on retro hardware (this project is not dead yet, I just lack time to work on it)
And a few days ago, I crossed some data for that project and my brain told me

  • Why not see if it's possible with Pico-8?
    My answer was quite simple:
  • Challenge accepted!

It's not a game perse, but I'm currently more advanced than on the original project, there is no cartridge for now, as the code is a mess and it's basically just testing some of my original ideas, I have a lot of things to do before I could say "it's a playable game" right now I've just tested the level generation, so nothing really fancy for now.

So, I present you the first moving picture of PPPPPPPP:

(the starfield come from the same effect in the tweetjam, I used it to test the transparency)

Edit: added the cart here:

Cart #24893 | 2016-07-08 | Code ▽ | Embed ▽ | No License
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Cart #24724 | 2016-07-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a shader thingy with a few variables and palettes to play around with.
It's all ready to go, but I might introduce dithering into the palettes in the future.

Left / Right changes the active value, and modify values when a value is chosen.
Button 1 activates and deactivates modifying values.
Button 2 changes the palette.

It has a few quirks:

  • The timer makes the image jerk a bit after 32000 seconds when it loops around.
  • Due to the way the pattern is drawn onto the spritesheet, a lot of the patterns will look weird and cut off. This drawing method made it run way faster though.
  • Floating point inaccuracies mess the printed values up a bit sometimes.

Have fun! :>

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http://motions.work/motion/307

Cart #24710 | 2016-07-06 | Code ▽ | Embed ▽ | No License
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This is an IFS viewer for pico-8

Hit Z to stop iteration if the view hasn't converged,
or to start iterating with new parameters if it has.

Jump into the src and edit the function for different visuals!
Feel free to remix, this is a commented extension of this #tweetjam snippet with nicer visuals.

Cart #24695 | 2016-07-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #26727 | 2016-08-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Changes:

  • Some cleanups
    Cart #24743 | 2016-07-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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    Cart #24660 | 2016-07-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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    How to play the game:
    You win when there is only one marble left on the board. You remove marbles by jumping over them to a empty slot of the board. If you select a marble and there is only one valid move to make from this selection this move will be executed automatically. if there are multiple valid destinations you have to specify where to move the selected marble.

[ Continue Reading.. ]

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